Each race file has a specifically defined list of accessories (under “Non CarObjects”) that can appear in that levels, such as crash barriers, lamp posts etc. This is the mode to change or reposition them.

Special volume types are cubic regions were sound playback car physics are altered. They are predefined in DATA\SPECVOL.TXT, and in-game editing creates DATA\SPECSAVE.TXT. Rotation/scale controls are the same as in Accessory Edit Mode. Volumes appear as red and yellow enclosures.

SHIFT-F10: Drag nearest Ped point to current position (crashes the game if used while line-drawing)

CTRL-F10: Drop Auto-Y point (light blue lines)

CTRL-F11: Drop Initial Auto-Y point

0 thru 9: # = index of pedestrian to spawn

ALT-#: # + 10 = index of pedestrian to spawn

CTRL-#: # + 20 = index of pedestrian to spawn

SHIFT-#: # + 100 = index of powerup to spawn

First of all, show the pedestrian paths (F5) to discourage the game from crashing while editing pedestrians.
To add pedestrians to the map, first select a pedestrian index number. (You'll notice the total pedestrian count go up.) Drive around and drop some points to define the pedestrian's movement path. When you're done, select a new pedestrian number. (Power-ups are also pedestrians, but since they don't move, they require only one point.)

The difference between Auto-Y and regular points: A pedestrian must travel the direct path between regular points, even if it means defying gravity or walking through walls. Auto-Y points allow a pedestrian to deviate vertically from its path, so that it can walk properly over hills and dips, or plummet to its death.

Only paths immediately between Auto-Y points function as Auto-Y paths. If you find yourself needing to change a normal point into an Auto-Y point, add 1000.4 to the Y-coordinate (or subtract 1000.4 if you want a normal point).

CTRL, SHIFT, and ALT can be combined when selecting a pedestrian index (just do the math). See DATA\PEDESTRN.TXT for the pedestrian reference numbers.

When you're done, quit the game and look in the DATA directory for PEDPATHS.TXT. This file will contain all the pedestrian information from the level you were just editing. (You might also find PEDINFO.TXT, but I'm not quite sure what creates it or what it's for; it's always been an empty file.) This information can be pasted directly into a (decrypted) race file (look in the DATA\RACES directory); search for “START OF PEDESTRIAN STUFF” to find the pedestrian section. Be sure to update the “Number of pedestrians”.

When editing pedestrians, It's recommend you freeze the timer, neutralize opponents (Opponent Mode: SHIFT-8), and make the pedestrians invulnerable. If the peds get in your way, turn on Light and Fluffy Mode (KEYPAD_MINUS).

The bonnet is the polygon you see in front of your car from the cockpit camera. This mode edits the size and positioning of this object.

After you're through editing your bonnet, press F12 to save your work, and you'll find an .ACT file in the DATA directory with the same name as the .ACT file your car used (as defined in the car's .TXT file). To use your new bonnet, move it to the DATA\ACTORS directory (thus copying it over the original .ACT file).

Note that some bonnets are used by more than one car, for example, most of the cheat cars use EBONNET.ACT, which belongs to the red Eagle. If you want to rename your bonnet, you'll need to use a hex-editor, such as UltraEdit, to change the internal name. (Regular ASCII text editors will corrupt your bonnet file.)

Files for the bonnet are defined under “Number of pixelmap/material/model files for this car” in the car's .TXT file. There should be three sets of .PIX and .MAT declarations, each, then a set of .DAT declarations and a set of .ACT declarations. Each set contains a file relevant to the bonnet. (This information is useful if you want to swap a car's bonnet.)

If you're dissatisfied with the limited drawing distance (can't see as far as you'd like), you can kick it up seemingly as high as you want - the default is 35, but 2175 has been reached.
If you increase the camera angle too much, it's like driving with a fish-eye lens.